SolxBaiken Posted April 13, 2011 Posted April 13, 2011 (edited) Well since the game actually has some form now I thought we'd make a new thread for it (although personally I'm looking forward to TxSF :x) Official Website Basic Information__________ Publisher: Capcom-Namco Bandai (?) Developer: Capcom Genre: 2-on-2 Tag Fighting Release: TBA 2012 Updates__________ 9/13/11 - An Actual Update!? edition - My feelings on SFxT are still rather...yeah...but I started this so I might as well finish it. Today I did some massive updates to the Characters & Systems section with the entire known roster and system details~! Yay! Also did a SMALL media update and have now linked the US official site. TGS is nearly upon us and several new questions have arisen, what's with the dark figures in character portraits, what's with the balls surrounding the Cross Gauge, and why do the Tekken characters continually look so horrible with this engine!? Hopefully (most of) these questions will be answered in a few days. 4/13/11 - OH GOD MY EYES edition - Well since my thread for Aquapazza is just me I thought I'd try this with SFxT although after seeing the game I'm less then enthused, but that's aside from the point! Shortly you will see various media uploaded and can expect regular updates as they are discovered! Oh and Capcom, Lili vs Karin.....make it happen, or else! Edited September 13, 2011 by SolxBaiken
SolxBaiken Posted April 13, 2011 Author Posted April 13, 2011 (edited) ========== Media ========== Official Art__________ Promo Art 1 Character Art: Ryu Character Art: Ken Character Art: Chun-Li Character Art: Guile Character Art: Abel Character Art: Kazuya Character Art: Nina Character Art: Bob Character Art: King Character Art: Marduk Screenshots__________ Videos__________ Episode 0 Episode 1 Character Reveals 1 E3 '11 Trailer TGS '11 Trailer Gameplay 1 Gameplay 2 Gameplay 3 Cammy Teaser Sagat Teaser Julia Chang Teaser Hwoarang teaser Edited September 13, 2011 by SolxBaiken
SolxBaiken Posted April 13, 2011 Author Posted April 13, 2011 (edited) ========== Characters & Systems ========== Characters__________ Street Fighter: Ryu (1st appearance: SF) Ken (1st appearance: SF) Chun-Li (1st appearance: SF II) Guile (1st appearance: SF II) Abel (1st appearance: SF IV) Sagat (1st appearance: SF) Cammy (1st appearance: SF II) Dhalsim (1st appearance: SF II) Zangief (1st appearance: SF II) Rolento (1st appearance: Final Fight/SF Alpha 2) Ibuki (1st appearance: SF III) Hugo (1st appearance: Final Fight/SF III) Poison (1st appearance: Final Fight) Tekken: Kazuya Mishima (1st appearance: Tekken) Nina Williams (1st appearance: Tekken) Bob (1st appearance: Tekken 6) King II (1st appearance: Tekken 3) Craig Marduk (1st appearance: Tekken 4) Hwoarang (1st appearance: Tekken 3) Julia Chang (1st appearance: Tekken 3) Steve Fox (1st appearance: Tekken 4) Emilie de "Lili" Rochefort (1st appearance: Tekken 5) Heihachi Mishima (1st appearance: Tekken) Kuma II (1st appearance: Tekken 3) Raven (1st appearance: Tekken 5) Yoshimitsu (1st appearance: Tekken) Guests: Cole (1st appearance: Infamous) -PS3 and Vita only- Toro (1st appearance: Japanese Playstation mascot) -Vita only- Kuro (1st appearance: Japanese Playstation mascot) - Vita only- Systems__________ Current Characters' movelist (zoom on Nina/Kazuya) Button Layout: SFxT uses the traditional 6 button layout from the Street Fighter series, however Tekken character can utilize the use of just 4 buttons (LP, MP, LK, MK) to execute their trademark attacks, for them the use of HP and HK is only for their unique skills and attacks created for this game. Launcher (HP+HK): As the name implies this attack launches your opponent in the air leaving them open to an aerial assault, successful launchers will see a zoom in on the screen and an automatic Switch with your partner. Switch (MP+MK): This allows you to tag out with your partner however doing this on it's own leaves you open to attacks because of the large startup, you can opt for a Switch Cancel by using the same command (MP+MK) during one of your attacks to cancel it into an immediate tag, but this uses 1 bar of the Cross Gauge. Cross Rush (L>M>H>H): By pressing buttons in the order of weakest to strongest and then adding an additional strong attack you will land a combo that will end in a Launcher and tag in your partner for a continued assault. This can be used with either Punch or Kicks and can even be used multiple times in a row, so mastering this technique will be key to victory. Cross Art (QCF+MP&K): This powerful attack uses 3 bars of the Cross Gauge but combines powerful arts from both of your characters from big damage, after the attack you will be switched to your partner. Super Charge: If you hold down the button used to execute a Special move you can actually charge it (a maximum of 3 levels) to enhance it's effects. lvl 1: Normal attack, lvl 2: EX attack, lvl 3: Meterless Super attack. Cross Assault (QCB+MP&K): Uses ? bars of the Cross Gauge and for a brief time allows BOTH of your characters on screen, allowing you to trap your opponent in a well timed assault, but be warned they can activate Cross Assaults too. This means a total a 4 characters can be on the screen at once, who will come out on top of all this mayhem!? Edited September 14, 2011 by SolxBaiken
evilben Posted April 13, 2011 Posted April 13, 2011 ^ THIS the only upside ive seen to the game so far is its finally a capcom game without a revenge mechanic (at least they havent shown it yet... im sure it will be there somewhere...) *also im going to be picky and tell you your character listings are wrong, ken appeared in the original Street Fighter arcade game as player two.
SolxBaiken Posted April 13, 2011 Author Posted April 13, 2011 Impressions of SFxT: *watches cinematic trailer* OMG this is so awesome, it's like SF4's watercolor style but better! Awesome looks like it'll take place in the T6 timeline and they gave a rather reasonable reason for these worlds to collide, hmmm something tells me Evil Ryu is going to make an appearance in this game. Oh Nancy! *watches character reveals trailer* OMG this is so awful, it's like SF4's horrible engine but worst! Nothing out of the ordinary on SF's side, probably won't extend outside of SF4 (there go my dreams of a Karin and Lili team-up/match). Ugh it's a good thing Tekken's cast is all around alright but none of the characters I play made it into the first reveal, I guess that's what I get for liking non mainstream characters. Oh Bob! *watches gameplay* Seriously these graphics make me wanna hurl, ugh hopefully it looks decent in HD. Why the hell do you lose a round when one of you characters are K.O.d? Man these animation are really....awkward, not necessarily bad but they just move weird.... EX attacks can be held, obviously for charging purposes but could some have "focus attack" properties? Looks like there are throws that act as launchers, but why the hell is Kazuya given his laser eye as if it's apart of his repertoire? For that matter why do none of these Tekken characters fight like they really should? And why was the tradition of retaining international voices ignored? Bob, Nina, and Murdok shouldn't be talking Japanese.... Wow tags seems WAY to unrestricted....you can do them on wake up and mid-air!? In conclusion: *keeps waiting for TTT2 and TxSF*
Mightfo Posted April 13, 2011 Posted April 13, 2011 Nothing out of the ordinary on SF's side, probably won't extend outside of SF4 see: "[For] the Street Fighter side of things," explains Ono about the character selection process, "what we didn't want to do is limit it to Street Fighter IV, because that's very easy, they're a very similar style." What he says is that they have their "eyes cast on a much wider range, on the entire Street Fighter universe." We may even see some familiar, yet somewhat forgotten face: "There's certain characters that haven't appeared in a while or at all, and the people have been requesting them for years. We're going to do our best to get as many of those characters in, as well." *watches gameplay* Seriously these graphics make me wanna hurl, ugh hopefully it looks decent in HD. i don't see how it's any worse than sf4's aside from the UI Why the hell do you lose a round when one of you characters are K.O.d? Dunno, haven't some other games done that? I can kind of understand it. Since there's not team synergy through assists, I can see that this helps encouraging tagging out aside from "whoop my first dude is dead." EX attacks can be held, obviously for charging purposes but could some have "focus attack" properties? Not just EX attacks. You can hold a normal hadouken to make it a meterless EX hadou, or if long enough, a meterless super hadou. Same for ken's hurricane kick and chun's hyakuretsukyaku.(which is why it's a 41236 and not a mash now) I was sad that focus attacks are gone, but this is sort of interesting too. Looks like there are throws that act as launchers Link...? I didn't see any throws that lead into combos. For that matter why do none of these Tekken characters fight like they really should? And why was the tradition of retaining international voices ignored? Bob, Nina, and Murdok shouldn't be talking Japanese.... Wow tags seems WAY to unrestricted....you can do them on wake up and mid-air!? In mid air? I haven't seen that. You can cancel knockdown into a tag with meter, though. EX moves are 1 bar, tag cancels are 1 bar, supers are 2 bars. Also, tekken characters can't "opt" for being 4 buttons. They just have a lot of chains that are similar to what they have in Tekken 6 with the normal 4 buttons. ( http://www.destructoid.com/preview-street-fighter-x-tekken-198633.phtml talks abotu this a little more) Also: http://www.play-mag.co.uk/general/street-fighter-x-tekken-gameplay-notes/ Anyway, I don't mean to white knight, but this certainly looks better to me than MvC3 initially did, and that improved a lot over early builds, lol. I'm just hoping ultras stay out of this and it ends up being a game with a serious ground game without all the stupid baggage that SF4 had. (or with things like defensive input buffer actually being justified)
Starlight777 Posted April 13, 2011 Posted April 13, 2011 (edited) Like said before no Alisa, Lili, or Lee on the Tekken side and this game wont be "Excerrent!" And most of you guys shouldn't have expected anything beautiful from the SF4 version. lol Edited April 13, 2011 by Starlight777
Xechs Posted April 13, 2011 Posted April 13, 2011 I already said this on the other thread but I'll repet it here: I don't like this game. As a WIP looks really ugly, I don't know in the future but this need a HUGE improvement to not see it as a bad recycling of SFIV. Other thing, what the hell with those juggles and the camera rotation during the throws? I mean, damn I want to play a game with SF classic gameplay and Tekken characters not a mixture of both games. The same is for TxSF, I hope to not see characters throwing Hodoukens there.
SolxBaiken Posted April 13, 2011 Author Posted April 13, 2011 If they realy do pull from other SFs outside of 4 cool! If not :< i don't see how it's any worse than sf4's aside from the UI There's a weird type of filter on this game, looks a bit brighter and more "cartoonish" as compared to SF4 IMO, I can't put my finger on it but it looks bad (I hated the way SF4 looked too) Dunno, haven't some other games done that? I can kind of understand it. Since there's not team synergy through assists, I can see that this helps encouraging tagging out aside from "whoop my first dude is dead." I can't think of any tag games that do that off the top of my head (except Melty Blood but it's really not a tag focused game and fights can go on forever...) but it's still an option that makes me :\ If you get caught in a long combo or make a call too late you get punished for it despite having another character in the waiting? Not just EX attacks. You can hold a normal hadouken to make it a meterless EX hadou, or if long enough, a meterless super hadou. Same for ken's hurricane kick and chun's hyakuretsukyaku.(which is why it's a 41236 and not a mash now) I was sad that focus attacks are gone, but this is sort of interesting too. Just noticed this......so what's the point of spending meter if I can do it for free? I'm hoping there are some properties (good ones) that we just don't know about yet. Link...? I didn't see any throws that lead into combos. Alright not so much a grab (I thought it was because all the grabs have close ups) but there is definitely some kind of launcher system as seen here at 0:50~:052 (though it might be one of King's specials) In mid air? I haven't seen that. You can cancel knockdown into a tag with meter, though. EX moves are 1 bar, tag cancels are 1 bar, supers are 2 bars. Tags still seem to free flowing compared to other games, especially since there doesn't seem to be any indication of cool down times, heck in this vid a tag out is the first thing done in the match, and here at 0:58~1:00 you can see Guile call in Abel IN MID AIR :\ It cost a meter but still I'll read those control write ups, but everything I've been reading so far has Ono stating both options were possible, which is why I kept getting confused = w= Also honestly I'm still not really down with MvC3's style, but that's discussion for another day (and thread :3)
furix Posted April 13, 2011 Posted April 13, 2011 Tekken Tag Tournament worked that way, you lose a character you lose the round. Also, this is very early gameplay footage, I am sure they are not finished fleshing it out.
Starlight777 Posted April 13, 2011 Posted April 13, 2011 Seriously for the love of god, Capcom needs to ditch this atrocious artstyle pronto! Sure it may actually have decent and solid gameplay but I'm being turned away by how ugly it is! It was the same with SF4 and SSF4.
SolxBaiken Posted April 13, 2011 Author Posted April 13, 2011 Tekken Tag Tournament worked that way, you lose a character you lose the round. Oh yeah that's right.....it's still stupid though :< Also, this is very early gameplay footage, I am sure they are not finished fleshing it out. I suppose, but usually when a game get at the point they're ready to show off footage of it (especially if they have a playable build) you can't expect the overall graphics to change much if it all.... Even if it remains ugly as sin I'll play it if they get the right characters, so it's your move Capcom :x
Mr. Camaro Posted April 13, 2011 Posted April 13, 2011 art-style not withholding, the juggles look pretty hype I reserve further judgment until I see more
Mightfo Posted April 14, 2011 Posted April 14, 2011 Just noticed this......so what's the point of spending meter if I can do it for free? I'm hoping there are some properties (good ones) that we just don't know about yet. uh NOT HAVING TO CHARGE IT? sf4 was visually mediocre imo and i kind of see what you mean but i dont really care that much. i mean, i play arcana heart and that is mostly visually boring to me as long as it fulfills my need for ground game without a bunch of "dumb shit" and has a few characters i like a lot(bob is one!!!) then i'll be all aboard ad dsome combos look quite nice
Hecatom Posted April 14, 2011 Posted April 14, 2011 game looks ugly the gamplay doesnt seem bad, but nothing outstanding
Starlight777 Posted April 14, 2011 Posted April 14, 2011 game looks ugly the gamplay doesnt seem bad, but nothing outstanding Yeah the art style is the one thing repelling me from this game. Holding out for the most likely better looking TxSF where I can hopefully trample Guile into the dirt with Lee and Lili.
SolxBaiken Posted April 14, 2011 Author Posted April 14, 2011 NOT HAVING TO CHARGE IT? But the charge seems completely voluntary as in several videos meterless EX attacks are used with no charge time at all, check out the begining of gameplay vid 3 in the media page, so I can't see the immediate value of using meter to execute EXs (like I said I'm hoping for good properties) And AH may not be visually stunning but it isn't ugly as sin either :x But you're right if it has good gameplay and a nice cast the style can be overlooked
furix Posted April 14, 2011 Posted April 14, 2011 Eh... Isn't it only a test video? They often just turn on some sort of unlimited use of moves in order to test them out.
SolxBaiken Posted April 14, 2011 Author Posted April 14, 2011 (edited) Eh... Isn't it only a test video? They often just turn on some sort of unlimited use of moves in order to test them out. Well it's from the playable build they had at Captivate, but maybe it isn't permanent Also Ryu does one of those launcher moves I originally thought only King had :o Ken does too, so it's definitely apart of the system Edited April 14, 2011 by SolxBaiken
Mightfo Posted April 14, 2011 Posted April 14, 2011 Well it's from the playable build they had at Captivate, but maybe it isn't permanent Also Ryu does one of those launcher moves I originally thought only King had :o Ken does too, so it's definitely apart of the system The hands on overview i linked talks about that. Universal launcher. But the charge seems completely voluntary as in several videos meterless EX attacks are used with no charge time at all, check out the begining of gameplay vid 3 in the media page, so I can't see the immediate value of using meter to execute EXs (like I said I'm hoping for good properties) ...be more specific in your example. You mean http://www.youtube.com/watch?v=eUP7EfNTBqc&feature=player_embedded? Not seeing what you're talking about. More footage http://www.fightersgeneration.com/sfxtekken-cap2.htm btw.
Starlight777 Posted April 14, 2011 Posted April 14, 2011 Hope it's like Dust where you have to think to land it unlike MVC3's Launcher button.
SolxBaiken Posted April 14, 2011 Author Posted April 14, 2011 The hands on overview i linked talks about that. Universal launcher. ...be more specific in your example. Sorry still haven't bothered to read it yet = w= (I'll do so soon and update accordingly) Ok after rewatching more footage I can definitely see SOME EXs charge times as a problem, but not all of them will appear to benifit much if at all from a meter consuming startup time (unless like damage and invulnerablity is increased) - Chun-Li's kick, King's closeline, and Marduk's tackle all have near instant charges and holding them only serves to bait an attack - Ken's Senpuyakku has such a short time that it shouldn't be hard to add into a setup/bait - Ryu's Hadouken is the only EX I really feel needs the meter as you have to basically go through 3 "levels" to get that red Hadou So I think using meter on EXs will be a case by case basis, but who knows
Mightfo Posted April 14, 2011 Posted April 14, 2011 (edited) i don't see any reason for concern. the charge times to get the EX moves look pretty long, like 20+ frames. that's pretty reasonable, especially since EX moves in SF4 already had bonus properties like you are wondering about. they were often simply a lot fucking faster, too. Edited April 14, 2011 by Mightfo
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